
Cmd-Keen Medic |

We're on a ramp thought. Also downwards from the possible nade-lobber.
So unless those orks magically learn how to plan ahead and let their nade cook before throwing I'd say we're as safe from nades as safe can be.

The Ghost of War |

Not really.
I have decided to handle cone-fire and melee as a simple 1/0 decision, so either you target all participants as possible targets or none of them.
But, taking ahead the modifications I am finishing, you can Single/Burst-fire (with all the normal penalties) at one of them.
(w.i.p.) H. Stubber Fire Modes: S/6/15

Simmins Olways |

Did even the two bullets seem like overkill to Simmins? As in could he tell if he's better off doing a single shot on gretchens with the stubber's damage (especially considering the might shot bump?) He's getting low on ammo!
Generic Lore Roll: 1d100 ⇒ 24
He's got Common Lore (War, Imperial Guard) and an Int of 26 so that's 1 DOS.

The Ghost of War |

@Leni: Well, Gretchins have 7hp and a TB of 2, are minions (so die if dropped to 0)... so anything doing 9+ damage will fell them in one go. Rolling a 10 is already more than they can take, before weapon damage, talents, ...
So yeah, your target is dead xD
@Overwatch: Yes, I did forget about that aspect of the action. Sorry for that. Not sure about single-shot pinning though, but yeah, I totally forgot about it ^^

Cmd-Keen Medic |

Yeah I thought it was was strange too when I first read it but think about it like that:
You finally manage to muster the courage to get out of cover/doorway/??? and you haven't even so much as taken a step, the moment you show _anything_ of yourself theres a freaking bullet/energy beam/?? comming for you with a clear message: Incoming fire has the right of way.
Does it matter that it's not imidiatlly followed by a barage? No I don't think it does. If it spooks you then you'll already be back on your way into cover even if you have to shoulder your comrades out of the way to get there.
Honestly it's all the more creepy if the shots don't keep coming - you know the person shooting you doesn't just hold down the trigger in panic. They are waiting to make a nice new hole in _you_.
Soooo in summary sure a single bolt is not physically devastating enough to force a pinning roll. But the psychological effects should do that trick just fine.
Plus getting back into cover eases that anti-pining morale roll by a ton so its not like that's a permanent solution unless you keep it up.

The Ghost of War |

No question, the unseen sniper is certainly a very well known ... when ... problem.
I have trouble seeing the same effect with a guy with a single-round pistol attempting to hold back a squad of troopers storming his house.
But I guess that this is a case for situational modifiers on that pinning test, eh?

The Ghost of War |

@Ramp: It provides good cover if you duck low and maybe take a step back, yes. Provided it is nothing armor piercing / explosive-lobbing which has a decent chance to actually damage the ramp in itself - which would be pretty bad for everyone on it of course. (for those seeing the gun, it obviously is no such thing, just a big'ol big shoota).

The Ghost of War |

A heads-up for my favourite players:
I am planning to start a new 40k campaign on the boards in the foreseeable future, on a total different scale and style compared to this one.
The punchline description reads:
"Round-based, large-scale 4X sandbox strategy game set in M42, with Players taking on roles of powerful leaders of different branches of the Imperium, including Lord Generals, Lord Admirals, Archmagos' or Chapter Masters, trying to keep the Imperium from falling apart in the face of the aftershock of the 13th Black Crusade".
If this interests any of you, feel welcome to comment on the campaign idea.
And of course, if any of you would love to participate, feel ensured that you have a reserved seat in the campaign if you wish so.
Also note that that game will be progression much slower than this one (I am starting with a once/week round progression) and will always take lower priority than this one, so no need to fear me abandoning this one. I have still so many great plans for you ;-)

Choon the Expendable |

I'd be interested! I don't feel like I'm in a position to comment on the story in a particular lore sense as I'm only a casual consumer (mainly via Arch Warhammer on youtube), but I could comment on general themes I guess.

Cmd-Keen Medic |

Sounds like that 4chan game, chapter master, except in play by post and with more than just space marines.
I'm abso-effing-luttly intererested.
First impulse would be playing as space wolves - Lord General Woobeedo is being a dick?
Well, have you ever seen a walking stick of a larper donning full armor and a pelt over the shoulders? That makes your size almost tripple. Now imagine that not being a stick of a person but a double-terminator built brickhouse of a man(spacemarine) donning that pelt. And now he's angry as f@+! and in your face. Oh, and he has three foot long sharp canines for some reason.
On the other hand challenging yourself to be a bad person of some sort is usually much more interesting larp wise... Ever thought about what those dark angel sub-legio... successor chapters are up to at that time? Or which new wonders of technology the mechanicum just found under the crust of those busted up planets?
Then again, my all time favorites the Raven Guard should be a lot of fun too. Governor van Schmockensen is having a weird daydream of how much easier it would be without those taxes being shipped off to the front dearily in need of them? Well guess what those 2 inches of shadows next to the bed in his room is somehow enough to hide an two and a half meter monster of a man in black power armor who just "dropped by to hear how those shippments to the front are coming along"
I'd have to get up to speed on the whole 13th crusade shenanigans tho. All that "we suddenly have super spacemarines" thing has put me off of it so far.
Keeping the Imperium together after that happened kinda requires knowing what happened thought

Simmins Olways |

As for this current situation. Do we even have a demo expert as a PC or NPC who can figure out how to blow the claw quickly? Maybe we have one team work on setting charges for the decoupling and another team working on removing the claw. If Team claw isn't able to get things done on time then we just blow the back of the train and run?
Simmins will reload to get a fresh clip and set up cone fire from one of the front cabs aimed at the ramp meanwhile.

The Ghost of War |

It would be a rather free-style game without a real rulebook, because even full-on tabletop is too small in scale for what I have in mind.
Do you guys know the Total War game series?
Rather like that.
Units will have types and attributes, with different types being stronger against other unit types and attributes increasing the chances if they apply (e.g. a Catachan Regiment will have Jungle Expert attribute, making them far stronger in a jungle environment than in say a Hive).
Battle will be resolved by what you could call an 'educated guess' from my side by looking hard at the opposing unit types, combat situation and attributes and a generic opposed dice roll - just like the 'auto resolve' button in a Total War game.
I imagine the game having three main components:
- Strategic shifting of forces to battlefields (prioritizing, dilemma-decisions included)
- Management of your forces (keep them supplied&happynot-quite-rebelling, recruit* new ones [*varies greatly between factions], repair important wargear, secure supply lines, ...)
- Politicking with other imperial branches about use of resources, supply-squabble, resolving clashing agendas in RP fashion as you faction leader

The Ghost of War |

@Leni: Yeah pretty much that. I aim to make it as sandboxy as I possibly can make it. My main plot tool will be events, some caused by your actions some by the a!@~$~% galaxy being grimdark again, rather than a 'real' plot.
@Chapters: Kepp in mind that I am talking about a FULL chapter, and in a region rather far off the usual ones, so either a successive chapter, a newfound Primaris chapter or a full custom one. That sadly puts the wolves in a tight spot for this game though. But maybe a Primaris chapter with Space Wolves base-seed may work.
@Choon: That was the intention indeed :-)

The Ghost of War |

OP is the premise of the game.
Followed by the revelation that OP is not enough in round 2, round 1 if I can make it.
Magos actually means a few Titans, Knights and Regiments of Skitarii.
Lord Admiral commands a subsector fleet.
Lord Admiral General means several armies, which each compose of several regiments each.
Space Marines are strong, but will have their very own limitations, e.g. especially recruitment capacity.

Choon the Expendable |

Sounds like I need to spend some time on the wiki. Looking at broad strokes of what high brass does.
Would we be making up our own forces, or will they be assigned?

The Ghost of War |

Make them up yourself ... within bounds of course.
Sorry, no twenty Imperator-class Titans or several Arc Mechanicus.
But you will have a lot of freedom.
Spoiler: The Lord general will have the most freedom - because he starts with the most units - which is kinda natural since his units are Guard Regiments, opposed to say an Astartes Company.

Simmins Olways |

I think you'll need to put a lot more details on what we can play as for people who aren't super invested in 40K lore, especially higher up in the hierarchy.
It seems like every player should have
1. 'counters' of some sort to abstract what resources they have. Otherwise it might get too crunchy.
2. some basic ways of converting counters of one type to another (like money to units, influence to money)
3. some way of transferring these counters to other players as bargaining chips.
4. Secondary Objectives. Everyone has the same shared objective of course as they're all on the same side, but each faction should have a different way of gaining prestige for themselves to maintain some tension as they all jockey for position. Maybe one faction desires 'Glory' while others desire 'Knowledge' and others desire 'Efficiency'. If the secondary objectives are differing enough than the players might be able to prevent it from devolving into PVP.
This basically feels like an awesome board game that should exist but doesn't.
I imagine the 'board' will be a giant hex map?

The Ghost of War |

That may be a way to go. Hmm, have to think about the token thing.
I was thinking something like:
- Unit types are linked to recruitment properties (e.g. recruit time, requirements [Requires: Forge World for Titans or Requires: Imperial Planet for simple infantry recruitment]
- Stuff like that
But that token thing is an interesting option that is maybe a bit deeper.
The objectives ... yeah I have to formalize them better. I was mostly assuming that when I raise an event that a chamber on a moon was found, spewing out construct in endless waves killing the local mining expedition, that quabble will happen between the Ad. Mech and ... pretty much everyone else rather automatically. But yeah, another very good idea.
@Map: Likely. In some cases (for important systems) I have an idea how to model them a bit better, but not sure if I that one is doable

Choon the Expendable |

Will we (those of us who aren't super knowledgeable on lore specifics) need to just dive face first into the wiki to bring ourselves up to speed on what resources are available?
How do you plan on this not ballooning into a monster on your end? I imagine you'll be managing a massive amount of back-end info, so how do you plan to offload some of this on to us?

The Ghost of War |

All of it of course!
Everything that depends on your faction will be your task to track. I require a full summary at the end of each turn (We'll work on a template together for easy copy&paste).
I will solely focus on the sandbox itself and resolving your action.
Otherwise this will be undoable.
And therefore I am looking for players I know and can rely on.
At least for the start, let's try to stick to usual pattern, nothing too obscure to keep it somewhat limited as I am basically have to come up with a profile/type for each unit. So for tanks, let's limit to standard leman Russ and one pattern each for anti-infantry and anti-tank for example rather than the ... twenty+ patterns there are. Most others are too rare for big rollout anyway.

Choon the Expendable |

I might go with a Magos fleet. So now I need to learn how their logistics work and where they get their resources and what ships are available.... oh my....

The Ghost of War |

@Wolves: Because we are going to start in a region of space quite far from fenris. And it would be hard to explain why the better part of their chapter is so far from home, especially given that they are in a tight spot and have more than enough to do in their sector.
I have chosen the area because there is one of the two only known passages through the Great rift and it is rather less lore heavy so we can run wild there without having to overly trouble ourselves with existing planets and characters.
The area encompasses a rough line between the malestrome, macragge and Metallica and is bound to the 'right' by the Great rift and the immediate territory beyond the riftnear attila and corinth
A Salamander sub-chapter could easily be located in that area.
No idea actually where the ravens roam these days.